void Awake() { Transform launchPointTrans = transform.Find ("LaunchPoint"); launchPoint = launchPointTrans.gameObject; launchPoint.SetActive (false); launchPos = launchPointTrans.position; S = this; }
private static void Prefix(Slingshot __instance) { if (BetterSlingshotsMod.Instance.IsAutoFire) { BetterSlingshotsMod.Instance.Helper.Reflection.GetField <bool>(__instance, "canPlaySound").SetValue(false); } SlingshotDoFunctionPatch.lastFiredAmmo = __instance.attachments[0]; }
void Awake() { // Set the Slingshot singleton S S = this; Transform launchPointTrans = transform.Find("LaunchPoint"); launchPoint = launchPointTrans.gameObject; launchPoint.SetActive( false ); launchPos = launchPointTrans.position; }
void Awake() { S = this; Transform launchpointTrans = transform.Find("LaunchPoint"); // Searches for the LaunchPoint game Object. launchPoint = launchpointTrans.gameObject; launchPoint.SetActive(false); launchPos = launchpointTrans.position; }
private static bool Prefix(Slingshot __instance) { if (__instance != SlingshotFinishPatch.instanceToControl || SlingshotFinishPatch.instanceToControl == null) { return(true); } return(SlingshotFinishPatch.shouldRun); }
void Awake() { //set the slingshit singlteton to s S=this; Transform launchPointTrans = transform.Find ("LaunchPoint"); launchPoint = launchPointTrans.gameObject; launchPoint.SetActive (false); launchPos = launchPointTrans.position; }
void Awake() { // SET THE SLINGSHOT SINGLETON S S = this; Transform launchPointTrans = transform.Find("LaunchPoint"); launchPoint = launchPointTrans.gameObject; launchPoint.SetActive(false); launchPos = launchPointTrans.position; }
private void Awake() { S = this; Transform launchPointTrans = transform.Find("LaunchPoint"); launchPoint = launchPointTrans.gameObject; launchPoint.SetActive(false); launchPos = launchPointTrans.position; }
void Awake() { S = this; //Set the Slingshot singleton S. from pg 566 due to ProjectileLine script. Transform launchPointTrans = transform.Find("LaunchPoint"); launchPoint = launchPointTrans.gameObject; launchPoint.SetActive(false); //Pg 544 launchPos = launchPointTrans.position; }
void Awake() { S = this; aimingMode = false; Transform launchPointTrans = transform.Find("LaunchPoint"); launchPoint = launchPointTrans.gameObject; launchPoint.SetActive(false); launchPos = launchPointTrans.position; // c }
void Awake() { //set the slingshit singlteton to s S = this; Transform launchPointTrans = transform.Find("LaunchPoint"); launchPoint = launchPointTrans.gameObject; launchPoint.SetActive(false); launchPos = launchPointTrans.position; }
/*void OnCollisionEnter(Collision other) * { * if (other.gameObject.tag == "Castle") * { * Debug.Log("Collision detected"); * Hit(); * * } * } * * void Hit() * { * GameManager.Instance.AddScore(scoreValue); * }*/ private void Awake() { S = this; // Set the slingshot singleton S Transform launchPointTrans = transform.Find("LaunchPoint"); launchPoint = launchPointTrans.gameObject; launchPoint.SetActive(false); launchPos = launchPointTrans.position; }
void Awake() { S = this; Transform launchPointTrans = transform.Find("LaunchPoint"); launchPoint = launchPointTrans.gameObject; launchPoint.SetActive(false); launchPos = launchPointTrans.position; // c }
void Awake() { //Set the Slingshot singleton so that it can be accessed in ProjectileLine S = this; Transform launchPointTrans = transform.Find("LaunchPoint"); launchPoint = launchPointTrans.gameObject; launchPoint.SetActive( false ); launchPos = launchPointTrans.position; }
void Awake() { // Set the Slingshot singleton S S = this; Transform launchPointTrans = transform.FindChild("LaunchPoint"); launchPoint = launchPointTrans.gameObject; launchPoint.SetActive(false); launchPos = launchPointTrans.position;; }
void Awake() { S = this; Transform launchPointTrans = transform.Find("LaunchPoint"); launchPoint = launchPointTrans.gameObject; launchPoint.SetActive(false); launchPos = launchPointTrans.position; // Debug.Log("In awake"); }
void Awake() { S = this; Transform launchPointTrans = transform.Find("LaunchPoint"); lanuchPoint = launchPointTrans.gameObject; lanuchPoint.SetActive( false ); launchPos = launchPointTrans.position; mAudioSrc = GetComponent<AudioSource>(); }
void Awake() { S = this; Transform launchPointTrans = transform.FindChild("LaunchPoint"); //searches for slingshot named launchpoint and returns its transform (position, rotation, scale) launchPoint = launchPointTrans.gameObject; launchPoint.SetActive(false); launchPos = launchPointTrans.position; }
public PlayerState(int m, int d, int l, IEnumerable <Item> i) { this.money = m; this.deepestMineLevel = d; this.lowestLevelReached = l; this.inventory = new List <Item>(); foreach (Item item in i) { if (item == null) { this.inventory.Add(null); } else { Item copy; if (item is Slingshot slingshot) { Slingshot slingshotCopy = slingshot.getOne() as Slingshot; slingshotCopy.InitialParentTileIndex = slingshot.InitialParentTileIndex; slingshotCopy.CurrentParentTileIndex = slingshot.InitialParentTileIndex; slingshotCopy.IndexOfMenuItemView = slingshot.IndexOfMenuItemView; if (slingshot.attachments[0] != null) { slingshotCopy.attachments[0] = slingshot.attachments[0].getOne() as StardewValley.Object; slingshotCopy.attachments[0].Stack = slingshot.attachments[0].Stack; } copy = slingshotCopy; } else if (item is FishingRod rod) { FishingRod rodCopy = rod.getOne() as FishingRod; for (int index = 0; index < rodCopy.numAttachmentSlots.Value; index++) { if (rod.attachments[index] != null) { rodCopy.attachments[index] = rod.attachments[index].getOne() as StardewValley.Object; rodCopy.attachments[index].Stack = rod.attachments[index].Stack; } } copy = rodCopy; } else { copy = item.getOne(); } copy.Stack = item.Stack; this.inventory.Add(copy); } } }
// ------------------------------------ private void Awake() { // --- Added for linerenderer p.533 --- S = this; // ------------------------------------ Transform launchPointTrans = transform.Find("LaunchPoint"); launchPoint = launchPointTrans.gameObject; launchPoint.SetActive(false); launchPos = launchPointTrans.position; }
void Awake() { //Set the Slingshot singleton S S = this; Transform launchPointTrans = transform.Find("LaunchPoint"); launchPoint = launchPointTrans.gameObject; launchPoint.SetActive(false); launchPos = new Vector3(launchPointTrans.position.x, launchPointTrans.position.y, launchPointTrans.position.z); }
private bool HasAmmunition(Slingshot slingshot) { foreach (Object attachment in slingshot.attachments.Fields) { if (attachment != null && attachment.Stack > 0) { return(true); } } return(false); }
void Awake() { S = this; //search for a child of slingshot (launchpoint) and returns it`s transform Transform launchPointTrans = transform.Find("LaunchPoint"); //associates that transform with gameObject and assigns it to the gameObject field launchpoint launchPoint = launchPointTrans.gameObject; launchPoint.SetActive(false); launchPos = launchPointTrans.position; }
private void Awake() { // Save instance of singleton S = this; Transform launchPointTrans = transform.Find("LaunchPoint"); launchPoint = launchPointTrans.gameObject; launchPoint.SetActive(false); launchPos = launchPointTrans.position; }
void Awake() { //Set the Slingshot singleton so that it can be accessed in ProjectileLine S = this; Transform launchPointTrans = transform.Find("LaunchPoint"); launchPoint = launchPointTrans.gameObject; launchPoint.SetActive(false); launchPos = launchPointTrans.position; }
// use "LateUpdate to ensure that we get the value for velocityVect. void LateUpdate() { Debug.Log("Drawing Ballistic Arc"); // we know this is highly inefficient but wanted to get it working asap Slingshot ss = gameObject.transform.parent.GetComponent <Slingshot>() as Slingshot; PullZone pz = ss.GetComponentInChildren <PullZone>(); if ((ss.slingshotHand == "left" && pz.loadedObject != null) || (ss.slingshotHand == "right" && pz.loadedObject != null)) { Vector3 velocityVect = ss.CalculateV(); lr.positionCount = (int)(timeMaximum / timeStep); Vector3 currPos = transform.position; int i = 0; // index for (float t = 0.0f; t < timeMaximum; t += timeStep) { lr.SetPosition(i, currPos); // project target impact point RaycastHit impact; if (Physics.Raycast(currPos, velocityVect, out impact, velocityVect.magnitude, layerMask)) { lr.positionCount = i + 2; lr.SetPosition(i + 1, impact.point); if (impactCircle != null) { if (impactCircleInstance != null) { impactCircleInstance.transform.position = impact.point; } else { impactCircleInstance = Instantiate(impactCircle, impact.point, Quaternion.identity) as GameObject; impactCircleInstance.transform.parent = gameObject.transform; } } break; } // update position currPos = currPos + (velocityVect * timeStep); // account for gravity on arc velocityVect += (Physics.gravity * timeStep); i++; } } }
private void Awake() { S = this; //find a Launch Point object and get its Transform coordinates Transform launchPointTrans = transform.Find("LaunchPoint"); launchPoint = launchPointTrans.gameObject; launchPoint.SetActive(false); launchPos = launchPointTrans.position; }
void Awake() { S = this; Transform launchPointTrans = transform.Find("LaunchPoint"); launchPoint = launchPointTrans.gameObject; launchPoint.SetActive(false); launchPos = launchPointTrans.position; rubberBand = GetComponent <LineRenderer>(); rubberBand.enabled = true; }
/************************************************************************************************* *** Start *************************************************************************************************/ void Awake() { //Set the Slingshot singleton S S = this; pauseMenu = FindObjectOfType<Pause_Menu>(); launchPoint.SetActive(false); launchPos = launchPoint.transform.position; }//void Start
void Awake() { S = this; launchPointTrans = transform.Find("LaunchPoint"); launchPoint = launchPointTrans.gameObject; launchPoint.SetActive(false); launchPos = launchPointTrans.position; sCollider = GetComponent<SphereCollider>(); }
void Awake() { S = this; Transform launchPointTrans = transform.Find("LaunchPoint"); launchPoint = launchPointTrans.gameObject; launchPoint.SetActive(false); launchPos = launchPointTrans.position; projectileRigidbody = projectile.GetComponent <Rigidbody>(); projectileRigidbody.isKinematic = true; }
//Finds the point of launch and sets the halo to be invisible at start. private void Awake() { S = this; Transform launchPointTrans = transform.Find("LaunchPoint"); launchPoint = launchPointTrans.gameObject; launchPoint.SetActive(false); launchPos = launchPointTrans.position; slingLine = GetComponent <LineRenderer>(); slingLine.enabled = false; }
void Awake() { S = this; //transform.Find searches for a child of Slingshot named LP and returns //its transform. Transform launchPointTrans = transform.Find("LaunchPoint"); //gets gameobj associated with Transform and assigns to game obj field 'launchPoint' launchPoint = launchPointTrans.gameObject; launchPoint.SetActive(false); launchPos = launchPointTrans.position; }
// Awake is called when the script instance is being loaded. void Awake() { PrintDebugMsg("Loaded."); S = this; Transform launchPointTrans = transform.Find("LaunchPoint"); launchPoint = launchPointTrans.gameObject; launchPoint.SetActive(false); launchPos = launchPointTrans.position; }
private static void FixLastFiredProjectileVelocity(Slingshot slingshot) { if (Game1.currentLocation.projectiles.Count == 0) { return; } Projectile firedProjectile = Game1.currentLocation.projectiles[Game1.currentLocation.projectiles.Count - 1]; Vector2 newVelocity = Utils.GetCorrectVelocity(new Vector2(slingshot.aimPos.X, slingshot.aimPos.Y), slingshot.getLastFarmerToUse(), !BetterSlingshotsMod.Instance.Config.DisableReverseAiming); BetterSlingshotsMod.Instance.Helper.Reflection.GetField <NetFloat>(firedProjectile, "xVelocity").GetValue().Value = newVelocity.X; BetterSlingshotsMod.Instance.Helper.Reflection.GetField <NetFloat>(firedProjectile, "yVelocity").GetValue().Value = newVelocity.Y; }
void Awake() { // Set the Slingshot singleton S S = this; Transform launchPointTrans = transform.Find("LaunchPoint"); launchPoint = launchPointTrans.gameObject; // .SetActive just deactivates the GameObject in our scene, doesn't remove it. Can be re-activated. We deactivate the game object so it activates only when mouse passes over it. launchPoint.SetActive(false); launchPos = launchPointTrans.position; }
void Awake() { S = this; Transform launchPointTrans = transform.Find ("LaunchPoint"); launchPoint = launchPointTrans.gameObject; launchPoint.SetActive (false); launchPos = launchPointTrans.position; for (int i = 0; i < prefabProjectileList.Count; i ++) { projectileList.Add (prefabProjectileList [i]); } prefabProjectile = projectileList [0]; }
// Use this for initialization void Start() { S = this; ammoText.text="Ammo: "+numShots; }
private void getSlingshot() { slingshot = GetComponentInChildren<Slingshot>(); }